The term "tool" is historic from before the actual tool system got introduced. Since then the term was already a bit confusing, because it wasn't directly related to the tool system, but there was still some relationship between the two. Now brushes and their types are decoupled much more from the tool system, with a single "Brush" tool supporting all kinds of brushes (draw, grab, cloth, smooth, ...). For a more clear terminology, use "brush type" instead of "tool". For #126032 we need to write the brush type to the asset metadata (done in !124618), so we can filter brushes based on the type (so the grease pencil eraser tool only shows eraser brushes, for example). I'd like to use future proof names for that to avoid versioning of asset metadata in future, so I'd rather do the full naming change now. RNA properties (thus BPY names) are not changed for compatibility reasons. Can be done in 5.0, see blender/blender#124201. Pull Request: https://projects.blender.org/blender/blender/pulls/126796
303 lines
8.2 KiB
C++
303 lines
8.2 KiB
C++
/* SPDX-FileCopyrightText: 2016 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup draw
|
|
*
|
|
* Contains dynamic drawing using immediate mode
|
|
*/
|
|
|
|
#include "DNA_brush_types.h"
|
|
#include "DNA_screen_types.h"
|
|
#include "DNA_userdef_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
|
|
#include "ED_screen.hh"
|
|
#include "ED_util.hh"
|
|
#include "ED_view3d.hh"
|
|
|
|
#include "GPU_debug.hh"
|
|
#include "GPU_immediate.hh"
|
|
#include "GPU_matrix.hh"
|
|
#include "GPU_shader.hh"
|
|
|
|
#include "UI_resources.hh"
|
|
#include "UI_view2d.hh"
|
|
|
|
#include "WM_types.hh"
|
|
|
|
#include "BLI_math_rotation.h"
|
|
|
|
#include "BKE_global.hh"
|
|
#include "BKE_object.hh"
|
|
#include "BKE_paint.hh"
|
|
|
|
#include "view3d_intern.hh"
|
|
|
|
#include "draw_manager_c.hh"
|
|
|
|
/* ******************** region info ***************** */
|
|
|
|
void DRW_draw_region_info()
|
|
{
|
|
GPU_debug_group_begin("RegionInfo");
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
ARegion *region = draw_ctx->region;
|
|
|
|
DRW_draw_cursor();
|
|
|
|
view3d_draw_region_info(draw_ctx->evil_C, region);
|
|
GPU_debug_group_end();
|
|
}
|
|
|
|
/* **************************** 3D Cursor ******************************** */
|
|
|
|
static bool is_cursor_visible(const DRWContextState *draw_ctx, Scene *scene, ViewLayer *view_layer)
|
|
{
|
|
if (G.moving & G_TRANSFORM_CURSOR) {
|
|
return true;
|
|
}
|
|
|
|
View3D *v3d = draw_ctx->v3d;
|
|
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) || (v3d->overlay.flag & V3D_OVERLAY_HIDE_CURSOR)) {
|
|
return false;
|
|
}
|
|
|
|
/* don't draw cursor in paint modes, but with a few exceptions */
|
|
if ((draw_ctx->object_mode & (OB_MODE_ALL_PAINT | OB_MODE_SCULPT_CURVES)) != 0) {
|
|
/* exception: object is in weight paint and has deforming armature in pose mode */
|
|
if (draw_ctx->object_mode & OB_MODE_WEIGHT_PAINT) {
|
|
if (BKE_object_pose_armature_get(draw_ctx->obact) != nullptr) {
|
|
return true;
|
|
}
|
|
}
|
|
/* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
|
|
else if (draw_ctx->object_mode & OB_MODE_TEXTURE_PAINT) {
|
|
const Paint *paint = BKE_paint_get_active(scene, view_layer);
|
|
const Brush *brush = (paint) ? BKE_paint_brush_for_read(paint) : nullptr;
|
|
|
|
if (brush && brush->image_brush_type == IMAGE_PAINT_BRUSH_TYPE_CLONE) {
|
|
if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* no exception met? then don't draw cursor! */
|
|
return false;
|
|
}
|
|
if (draw_ctx->object_mode & OB_MODE_WEIGHT_GPENCIL_LEGACY) {
|
|
/* grease pencil hide always in some modes */
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void DRW_draw_cursor()
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
ARegion *region = draw_ctx->region;
|
|
Scene *scene = draw_ctx->scene;
|
|
ViewLayer *view_layer = draw_ctx->view_layer;
|
|
if (!is_cursor_visible(draw_ctx, scene, view_layer)) {
|
|
return;
|
|
}
|
|
|
|
GPU_color_mask(true, true, true, true);
|
|
GPU_depth_mask(false);
|
|
GPU_depth_test(GPU_DEPTH_NONE);
|
|
|
|
/* Get cursor data into quaternion form */
|
|
const View3DCursor *cursor = &scene->cursor;
|
|
|
|
int co[2];
|
|
if (ED_view3d_project_int_global(
|
|
region, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) !=
|
|
V3D_PROJ_RET_OK)
|
|
{
|
|
return;
|
|
}
|
|
|
|
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
|
|
|
|
blender::math::Quaternion cursor_quat = cursor->rotation();
|
|
|
|
/* Draw nice Anti Aliased cursor. */
|
|
GPU_line_width(1.0f);
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
GPU_line_smooth(true);
|
|
|
|
float eps = 1e-5f;
|
|
rv3d->viewquat[0] = -rv3d->viewquat[0];
|
|
bool is_aligned = compare_v4v4(&cursor_quat.w, rv3d->viewquat, eps);
|
|
if (is_aligned == false) {
|
|
float tquat[4];
|
|
rotation_between_quats_to_quat(tquat, rv3d->viewquat, &cursor_quat.w);
|
|
is_aligned = tquat[0] - eps < -1.0f;
|
|
}
|
|
rv3d->viewquat[0] = -rv3d->viewquat[0];
|
|
|
|
/* Draw lines */
|
|
if (is_aligned == false) {
|
|
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
|
|
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
|
|
immUniformThemeColor3(TH_VIEW_OVERLAY);
|
|
immBegin(GPU_PRIM_LINES, 12);
|
|
|
|
const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) * U.widget_unit;
|
|
|
|
#define CURSOR_VERT(axis_vec, axis, fac) \
|
|
immVertex3f(pos, \
|
|
cursor->location[0] + axis_vec[0] * (fac), \
|
|
cursor->location[1] + axis_vec[1] * (fac), \
|
|
cursor->location[2] + axis_vec[2] * (fac))
|
|
|
|
#define CURSOR_EDGE(axis_vec, axis, sign) \
|
|
{ \
|
|
CURSOR_VERT(axis_vec, axis, sign 1.0f); \
|
|
CURSOR_VERT(axis_vec, axis, sign 0.25f); \
|
|
} \
|
|
((void)0)
|
|
|
|
for (int axis = 0; axis < 3; axis++) {
|
|
float axis_vec[3] = {0};
|
|
axis_vec[axis] = scale;
|
|
mul_qt_v3(&cursor_quat.w, axis_vec);
|
|
CURSOR_EDGE(axis_vec, axis, +);
|
|
CURSOR_EDGE(axis_vec, axis, -);
|
|
}
|
|
|
|
#undef CURSOR_VERT
|
|
#undef CURSOR_EDGE
|
|
|
|
immEnd();
|
|
immUnbindProgram();
|
|
}
|
|
|
|
float original_proj[4][4];
|
|
GPU_matrix_projection_get(original_proj);
|
|
GPU_matrix_push();
|
|
ED_region_pixelspace(region);
|
|
GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
|
|
GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
|
|
|
|
blender::gpu::Batch *cursor_batch = DRW_cache_cursor_get(is_aligned);
|
|
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
|
|
GPU_batch_set_shader(cursor_batch, shader);
|
|
|
|
GPU_batch_draw(cursor_batch);
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
GPU_line_smooth(false);
|
|
GPU_matrix_pop();
|
|
GPU_matrix_projection_set(original_proj);
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name 2D Cursor
|
|
* \{ */
|
|
|
|
static bool is_cursor_visible_2d(const DRWContextState *draw_ctx)
|
|
{
|
|
SpaceInfo *space_data = (SpaceInfo *)draw_ctx->space_data;
|
|
if (space_data == nullptr) {
|
|
return false;
|
|
}
|
|
if (space_data->spacetype != SPACE_IMAGE) {
|
|
return false;
|
|
}
|
|
SpaceImage *sima = (SpaceImage *)space_data;
|
|
switch (sima->mode) {
|
|
case SI_MODE_VIEW:
|
|
return false;
|
|
break;
|
|
case SI_MODE_PAINT:
|
|
return false;
|
|
break;
|
|
case SI_MODE_MASK:
|
|
break;
|
|
case SI_MODE_UV:
|
|
break;
|
|
}
|
|
return (sima->overlay.flag & SI_OVERLAY_SHOW_OVERLAYS) != 0;
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Generic Cursor
|
|
* \{ */
|
|
|
|
void DRW_draw_cursor_2d_ex(const ARegion *region, const float cursor[2])
|
|
{
|
|
int co[2];
|
|
UI_view2d_view_to_region(®ion->v2d, cursor[0], cursor[1], &co[0], &co[1]);
|
|
|
|
/* Draw nice Anti Aliased cursor. */
|
|
GPU_line_width(1.0f);
|
|
GPU_blend(GPU_BLEND_ALPHA);
|
|
GPU_line_smooth(true);
|
|
|
|
/* Draw lines */
|
|
float original_proj[4][4];
|
|
GPU_matrix_projection_get(original_proj);
|
|
GPU_matrix_push();
|
|
ED_region_pixelspace(region);
|
|
GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
|
|
GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);
|
|
|
|
blender::gpu::Batch *cursor_batch = DRW_cache_cursor_get(true);
|
|
|
|
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR);
|
|
GPU_batch_set_shader(cursor_batch, shader);
|
|
|
|
GPU_batch_draw(cursor_batch);
|
|
|
|
GPU_blend(GPU_BLEND_NONE);
|
|
GPU_line_smooth(false);
|
|
GPU_matrix_pop();
|
|
GPU_matrix_projection_set(original_proj);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
void DRW_draw_cursor_2d()
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
ARegion *region = draw_ctx->region;
|
|
|
|
GPU_color_mask(true, true, true, true);
|
|
GPU_depth_mask(false);
|
|
GPU_depth_test(GPU_DEPTH_NONE);
|
|
|
|
if (is_cursor_visible_2d(draw_ctx)) {
|
|
const SpaceImage *sima = (SpaceImage *)draw_ctx->space_data;
|
|
DRW_draw_cursor_2d_ex(region, sima->cursor);
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* **************************** 3D Gizmo ******************************** */
|
|
|
|
void DRW_draw_gizmo_3d()
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
ARegion *region = draw_ctx->region;
|
|
|
|
/* draw depth culled gizmos - gizmos need to be updated *after* view matrix was set up */
|
|
/* TODO: depth culling gizmos is not yet supported, just drawing _3D here, should
|
|
* later become _IN_SCENE (and draw _3D separate) */
|
|
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_3D);
|
|
}
|
|
|
|
void DRW_draw_gizmo_2d()
|
|
{
|
|
const DRWContextState *draw_ctx = DRW_context_state_get();
|
|
ARegion *region = draw_ctx->region;
|
|
|
|
WM_gizmomap_draw(region->gizmo_map, draw_ctx->evil_C, WM_GIZMOMAP_DRAWSTEP_2D);
|
|
|
|
GPU_depth_mask(true);
|
|
}
|